strange enchantment advice.


Advice


Hi, I'm playing a game and my character recently received a masterwork shortsword. and my first though is, wow, I have a weapon that I can enchant now. So it got me thinking about later on when I get the chance what enchantment/s should I go for. (all of this assumes that I actually get the chance)

now, I'm kind of an annoying player in the sense that I like weird weapons. before getting the short sword my characters main weapons are saw-tooth sabre and a bladed combat scabbard. So I'd kind of like an enchantment that isn't standard flaming or keen etc. any ideas?


What kind of character? Full BAB? Rage? 3/4 BAB?

+1 is your friend. Everybody will always want it and you need it to get any other sort of enchantment.

+5 is also your friend, unless you have Greater Magic Weapon prepared and can cast it frequently.

If you rage, Furious and Courageous are awesome. Courageous is also awesome if you get Heroism cast on you frequently enough.

If nobody casts Haste, then Speed is useful.

If somebody can cast single-target save-or-lose spells, Spell Storing is good.


My Self wrote:

What kind of character? Full BAB? Rage? 3/4 BAB?

+1 is your friend. Everybody will always want it and you need it to get any other sort of enchantment.

+5 is also your friend, unless you have Greater Magic Weapon prepared and can cast it frequently.

If you rage, Furious and Courageous are awesome. Courageous is also awesome if you get Heroism cast on you frequently enough.

If nobody casts Haste, then Speed is useful.

If somebody can cast single-target save-or-lose spells, Spell Storing is good.

he's a TWF Ranger. and I understand that I need a +1 before I can give it an enchantment. but yeah, I just wanna give it something flavourful and strangely useful. its also a pirate campaign if that makes a difference.


Mechanically useful and flavorful and awesome are very different. Mechanically, the best thing you can do is get it to +5 as soon as possible, then maybe tack on Speed or Holy or something. Flavor-wise, Bane wouldn't be too bad. If there's a group of enemies you encounter frequently, maybe one that's even your favored enemy, consider tagging Bane onto your weapon. As a TWF person, static bonuses to damage will be awesome for you.

What I recommended earlier are probably the best choices. However, Bane (+1) is fairly flavorful, Ghost Touch (+1) is situationally useful, and Vorpal (+5) is a fun mechanic to have (but nowhere near worth the +5)

Oh, and if your GM is so generous, try picking a Runeforged weapon. Not sure if it fits the flavor of your campaign, and possibly problematic, but it's a sin sword!

Grand Lodge

+1 keen dueling short sword.


My Self wrote:

Mechanically useful and flavorful and awesome are very different. Mechanically, the best thing you can do is get it to +5 as soon as possible, then maybe tack on Speed or Holy or something. Flavor-wise, Bane wouldn't be too bad. If there's a group of enemies you encounter frequently, maybe one that's even your favored enemy, consider tagging Bane onto your weapon. As a TWF person, static bonuses to damage will be awesome for you.

What I recommended earlier are probably the best choices. However, Bane (+1) is fairly flavorful, Ghost Touch (+1) is situationally useful, and Vorpal (+5) is a fun mechanic to have (but nowhere near worth the +5)

Oh, and if your GM is so generous, try picking a Runeforged weapon. Not sure if it fits the flavor of your campaign, and possibly problematic, but it's a sin sword!

whilst rune forged sounds cool I don't think my DM would let me have something like that in this campaign. not many runes in the Caribbean lol

Bane is could work with my characters favoured enemy (humans), since my guy essentially has three weapons now I was thinking of enchanting it with throwing and anchoring. I though that could be fun, throwing a blade at someone and sticking them in place so they can't escape from me. though I figured it'll be a waste of a +1 to give a weapon without a range increment a range increment. might as well get a decent knife instead of a shortsword.


Fruian Thistlefoot wrote:
+1 keen dueling short sword.

whilst that does sound awesome, with the exception of initiative it really doesn't suit a TWF build. more of a faint and stab rather than a double stab build. thanks though.

Sovereign Court

Pathfinder Rulebook Subscriber
My Self wrote:

Courageous are awesome. Courageous is also awesome if you get Heroism cast on you frequently enough.

Might want to look at this:

Courageous FAQ

Scarab Sages

Glamered just for flavor, and you can keep your weapons while attending the Oppara Opera.

Menacing is good in a group, like a teamwork feat in an enchantment.

these are +2
Defiant is pretty interesting depending on how much your DM likes to stun you or use poisons.

Furyborn is also kind of a neat thing you don't see often, especially if you put it on both weapons.

Igniting, it is not quite the same as flaming, in a cool way.


If you want something weird, start looking at unique weapons. A rimeblade is a scimitar by default but could easily be adjusted to be a shortsword. A gloom blade needs no such adjusting and is decidedly weird.


For weird, cool flavor I'm a fan of Ominous.

Huntsman isn't a commonly owned special ability, and as a Ranger you might get some good use out of it.

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